/Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h
class UNavigationSystemV1 : public [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase)
TObjectPtr<ANa...
AbstractNavData
Special navigation data for managing direct paths, not part of NavDataSet!
float
ActiveTilesUpdateInterval
Minimal time, in seconds, between active tiles set update
TMap<FNavAgent...
AgentToNavDataMap
TArray<FAsyncP...
AsyncPathFindingCompletedQueries
Queued async pathfinding results computed by the dedicated task in the last frame and ready to dispatch in the next update.
TArray<FAsyncP...
AsyncPathFindingQueries
Queued async pathfinding queries to process in the next update.
FGraphEventRef
AsyncPathFindingTask
Graph event that the main thread will wait for to synchronize with the async pathfinding task, if any.
TAtomic< bool >
bAbortAsyncQueriesRequested
Flag used by main thread to ask the async pathfinding task to stop and postpone remaining queries, if any.
uint32: 1
bAllowClientSideNavigation
If false, will not create nav collision when connecting as a client
uint8:  1
bAsyncBuildPaused
uint32: 1
bAutoCreateNavigationData
Should navigation system spawn default Navigation Data when there's none and there are navigation bounds present?
uint8:  1
bCleanUpDone
Set when the NavSys instance has been cleaned up. This is an irreversible state
uint32: 1
bGenerateNavigationOnlyAroundNavigationInvokers
If set to true navigation will be generated only around registered "navigation enforcers" This has a range of consequences (including how navigation octree operates) so it needs to be a conscious decision.
uint32: 1
bInitialBuildingLocked
If set to true will result navigation system not rebuild navigation until a call toReleaseInitialBuildingLock()is called.
uint8:  1
bInitialLevelsAdded
uint8:  1
bInitialSetupHasBeenPerformed
uint32: 1
bShouldDiscardSubLevelNavData
If true, games should ignore navigation data inside loaded sublevels
uint32: 1
bSkipAgentHeightCheckWhenPickingNavData
False by default, if set to true will result in not caring about nav agent height when trying to match navigation data to passed in nav agent
uint32: 1
bSpawnNavDataInNavBoundsLevel
If true will try to spawn the navigation data instance in the sublevel with navigation bounds, if false it will spawn in the persistent level
uint32:  1
bSupportRebuilding
Gets set to true if gathering navigation data (like in navoctree) is required due to the need of navigation generation Is always true in Editor Mode.
uint32: 1
bTickWhilePaused
If true, will update navigation even when the game is paused
FBox
BuildBounds
Bounds of tiles to be built
uint32: 1
bWholeWorldNavigable
If set to true (default) navigation will be generated only within special navigation bounds volumes (likeANavMeshBoundsVolume).
uint8:  1
bWorldInitDone
TSoftClassPtr< ...
CrowdManagerClass
int32
CurrentlyDrawnNavDataIndex
Indicates which of multiple navigation data instances to draw
TMap<FNavLinkI...
CustomNavLinksMap
ENavDataGatheri...
DataGatheringMode
Sets how navigation data should be gathered when building collision information
FName
DefaultAgentName
If not None indicates which of navigation datas and supported agents are going to be used as the default ones.
FNavigationDirt...
DefaultDirtyAreasController
FNavigationOctr...
DefaultOctreeController
float
DirtyAreaWarningSizeThreshold
-1 by default, if set to a positive value dirty areas with any dimensions in 2d over the threshold created at runtime will be logged
float
GatheringNavModifiersWarningLimitTime
-1.0f by default, if set to a positive value, all calls to GetNavigationData will be timed and compared to it.
int32
GeometryExportTriangleCountWarningThreshold
Warnings are logged if exporting the navigation collision for an object exceed this triangle count.
uint8
InitialNavBuildingLockFlags
Set of locking flags applied on startup of navigation system
TObjectPtr<ANa...
MainNavData
TSet<TObjectPt...
NavAreaClasses
uint8
NavBuildingLockFlags
FCriticalSectio...
NavDataRegistration
TArray<TObject...
NavDataRegistrationQueue
FCriticalSectio...
NavDataRegistrationSection
Async queries
TArray<TObject...
NavDataSet
FBox
NavigableWorldBounds
Cached navigable world bounding box
FNavRegenTimeSl...
NavRegenTimeSliceManager
uint8
NavUpdateLockFlags
FOnNavDataGener...
OnNavDataRegisteredEvent
FOnNavDataGener...
OnNavigationGenerationFinishedDelegate
FOnNavigationIn...
OnNavigationInitDone
FNavigationSyst...
OperationMode
TArray<FNaviga...
PendingNavBoundsUpdates
List of pending navigation bounds update requests (add, remove, update size)
TSet<FNavigati...
RegisteredNavBounds
All areas where we build/have navigation
FDelegateHandle
ReloadCompleteDelegateHandle
TArray<FNavDat...
SupportedAgents
List of agents types supported by this navigation system
FNavAgentSelect...
SupportedAgentsMask
NavigationSystem's properties in Project Settings define all possible supported agents, but a specific navigation system can choose to support only a subset of agents.